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Unigine.ObjectExternBase Class

Inherits from: Base

The base class, from which the custom user-defined objects are inherited.

ObjectExternBase Class

Members


int GetClassID ( ) #

Returns a unique class ID.

Return value

Unique class ID.

int GetCollision ( vec3 p0, vec3 p1, int[] OUT_surfaces ) #

Spatial collision with the bounding box.

Arguments

  • vec3 p0 - Coordinates of the start point of the line.
  • vec3 p1 - Coordinates of the end point of the line.
  • int[] OUT_surfaces - Return array with surface numbers.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

Returns 1 if the array of surfaces is not empty.

int GetCollision ( BoundBox bb, int[] OUT_surfaces ) #

Spatial collision with the bounding box.

Arguments

  • BoundBox bb - Bounding box.
  • int[] OUT_surfaces - Return array with surface numbers.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

Return value

Returns 1 if the array of surfaces is not empty.

int GetIntersection ( vec3 p0, vec3 p1, vec3[] OUT_ret_point, vec3[] OUT_ret_normal, vec4[] OUT_ret_texcoord, int[] OUT_ret_index, int[] OUT_ret_instance, int surface ) #

Returns a value indicating that the line intersects the object surface.

Arguments

  • vec3 p0 - Coordinates of the start point of the line.
  • vec3 p1 - Coordinates of the end point of the line.
  • vec3[] OUT_ret_point - Intersection point coordinates. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • vec3[] OUT_ret_normal - Intersection normal vector. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • vec4[] OUT_ret_texcoord - Intersection texture coordinates. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int[] OUT_ret_index - Intersected triangle number. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int[] OUT_ret_instance - Intersected instance number. Pass NULL if this parameter is not required.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.
  • int surface - Surface number.

Return value

Returns 1 if the intersection occurs.

Node GetNode ( ) #

Returns the Node smart pointer.

Return value

Node smart pointer.

int GetNumSurfaces ( ) #

Returns the number of object surfaces.

Return value

The number of object surfaces.

int GetNumTriangles ( int surface ) #

Returns the number of triangles.

Arguments

  • int surface - Surface number.

Return value

Returns the number of triangles.

Object GetObject ( ) #

Returns the Object smart pointer.

Return value

Object smart pointer.

ObjectExtern GetObjectExtern ( ) #

Returns the ObjectExtern smart pointer.

Return value

ObjectExtern smart pointer.

int GetOrder ( vec3 camera, int surface ) #

Returns the rendering order with respect to the camera position.

Arguments

  • vec3 camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering order.

int GetRandomPoint ( out vec3 ret_point, out vec3 ret_normal, out vec3 ret_velocity, int surface ) #

Returns a random point from a surface.

Arguments

  • out vec3 ret_point - Random point coordinates.
  • out vec3 ret_normal - Random normal vector.
  • out vec3 ret_velocity - Random velocity vector.
  • int surface - Surface number.

Return value

Returns 1 if the random point is valid.

int GetResource ( int surface ) #

Returns the unique render resource identifier.

Arguments

  • int surface - Surface number.

Return value

Surface resource identifier.

int GetSequence ( vec3 camera, int surface ) #

Returns the rendering sequence with respect to the camera position.

Arguments

  • vec3 camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering sequence.

string GetSurfaceName ( int surface ) #

Returns the object surface name.

Arguments

  • int surface - Surface number.

Return value

Surface name.

float GetTransparentDistance ( vec3 camera, int surface ) #

Returns the transparent rendering distance.

Arguments

  • vec3 camera - World camera position.
  • int surface - Surface number.

Return value

Surface rendering distance.

void Create ( int surface ) #

Renders a create function.

Arguments

  • int surface - Surface number.

int FindSurface ( string name ) #

Returns the number of the object surface by its name.

Arguments

  • string name - Surface name.

Return value

Surface number.

int HasCreate ( ) #

Returns a value indicating that the object has a create function.

Return value

Returns 1 if the object has a create function.

int HasLods ( ) #

Returns a value indicating if the object has LODs.

Return value

Returns 1 if the object has surface LODs.

int HasRender ( ) #

Returns a value indicating that the object has a render function.

Return value

Returns 1 if the object has a render function.

int HasShadow ( ) #

Returns a value indicating that the object has a shadow function.

Return value

Returns 1 if the object has a shadow function.

int LoadWorld ( Xml xml ) #

Loads an object state from the Xml.

Arguments

  • Xml xml - Xml smart pointer.

Return value

Returns 1 if the object state was successfully loaded; otherwise, 0 is returned.

void PreRender ( float ifps ) #

Pre-render function, i.e. after the update() and before the render() function. This method can be used to make necessary preparations for rendering (e.g. prepare a texture) after the update().

Arguments

  • float ifps - Inverse FPS value.

void Render ( Render.PASS pass, int surface ) #

Renders the render function.

Arguments

  • Render.PASS pass - Rendering pass.
  • int surface - Surface number.

void RenderHandler ( ) #

Renders the handler.

void RenderShadow ( Render.PASS pass, int surface ) #

Renders render function.

Arguments

  • Render.PASS pass - Rendering pass.
  • int surface - Surface number.

void RenderVisualizer ( ) #

Renders the visualizer.
Notice
You should enable the engine visualizer by the show_visualizer 1 console command.

void ResizeSurfaces ( ) #

Resizes all of the object surfaces.

bool SaveState ( Stream stream ) #

Saves an object state into the stream.

Saving into the stream requires creating a blob to save into. To restore the saved state the restoreState() method is used:

Source code (C#)
// initialize a node and set its state
//...//

// save state
Blob blob_state = new Blob();
object.SaveState(blob_state);

// change the node state
//...//

// restore state
blob_state.SeekSet(0);	// returning the carriage to the start of the blob
object.RestoreState(blob_state);

Arguments

  • Stream stream - Stream smart pointer.

Return value

true on success; otherwise, false.

bool RestoreState ( Stream stream ) #

Restores an object state from the stream.

Restoring from the stream requires creating a blob to save into and saving the state using the saveState() method:

Source code (C#)
// initialize a node and set its state
//...//

// save state
Blob blob_state = new Blob();
object.SaveState(blob_state);

// change the node state
//...//

// restore state
blob_state.SeekSet(0);	// returning the carriage to the start of the blob
object.RestoreState(blob_state);

Arguments

  • Stream stream - Stream smart pointer.

Return value

true on success; otherwise, false.

int SaveWorld ( Xml xml ) #

Saves an object state into the Xml.

Arguments

  • Xml xml - Xml smart pointer.

Return value

Returns 1 if the object state was successfully saved; otherwise, 0 is returned.

void Update ( float ifps ) #

Update function.

Arguments

  • float ifps - Inverse FPS value.

void UpdateEnabled ( ) #

Updates enabled.

void UpdateEnabled ( int surface ) #

Updates enabled.

Arguments

  • int surface - Surface number.

void UpdateSurfaces ( ) #

Updates all of the object surfaces.

void UpdateTransform ( ) #

Updates transformation.

void SetUpdateDistanceLimit ( float distance ) #

Sets the distance from the camera within which the object should be updated.

Arguments

  • float distance - Distance from the camera within which the object should be updated (in units).

float GetUpdateDistanceLimit ( ) #

Returns the distance from the camera within which the object should be updated.

Return value

Distance from the camera within which the object should be updated (in units).

void SetForceUpdate ( bool enabled ) #

Sets a value indicating if the object should be constantly updated each frame, regardless of the update distance.

Arguments

  • bool enabled - true to enable forced updating for the object; false - to disable forced updating and take the update distance into account.

bool IsForceUpdate ( ) #

Returns a value indicating if the object should be constantly updated each frame, regardless of the update distance.

Return value

true if the object is constantly updated each frame; otherwise, false
Last update: 19.04.2024
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